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Title: | 遊戲失敗也沒關係?新聞遊戲中成敗結果與利社會行為之關係探討 Losing is the new win: The Effects of Outcome and Willingness of Prosocial Behaviors of Newsgames |
Authors: | 蕭煒霖 Hsiao, Wei Lin |
Contributors: | 林日璇 廖峻鋒 Lin, Jih-Hsuan Liao, Chun-Feng 蕭煒霖 Hsiao, Wei Lin |
Keywords: | 新聞遊戲 同理心 享樂感 情緒 生理激起 利社會行為 Newsgames Empathy Enjoyment Emotion Arousal Prosocial behavior |
Date: | 2022 |
Issue Date: | 2022-12-02 15:24:34 (UTC+8) |
Abstract: | 新聞遊戲為新科技時代高效益的傳播方式。身為嚴肅遊戲的其中一個分支,新聞遊戲驅使人們運用自己對世界的認知,解決遊戲當中的問題,也就是新聞事件本身(Frasca, 2001)。本研究基於2010年Peng所進行的新聞遊戲中利社會行為研究進行延伸探討(Peng, Lee, & Heeter, 2010),探究遊玩新聞遊戲後享樂感及利社會行為意願關係。又考慮新聞遊戲基於文本差異的特性,本研究進一步探討情緒作為中介變項,對於利社會行為意願的效果。 本研究以遊戲結果作為自變項,四項助人意願指標作為依變項,其中包含(a)分享新聞、(b)與親友討論新聞、(c)參與相關連署、(d)捐款意願。並以情緒、享樂感作為中介變項,兩款不同遊戲各自代表一種遊戲氛圍作為調節變項,觀察其中介調節模型各項關係的顯著性與彼此之間影響程度。 透過189份有效問卷,結果發現:遊戲結果及情緒與享樂感呈正向相關,而兩個中介變因也與利社會行為有正向相關。享樂感雖與遊戲結果有強烈關聯,但卻不完整中介遊戲結果與利社會行為之間的關係,反之,情緒與遊戲氛圍之交互作用可作為遊戲結果與利社會行為的中介。 本研究重複驗證了享樂感與利社會行為的強烈關聯,並基於新聞之特性,強調了情緒在此模型中的角色。以不同刺激物進行測定,貼近實際新聞遊戲的傳播場景,並且延伸利社會行為心理路徑的探索,同時也提供新聞遊戲設計者設計上的建議,如:情緒波動需要控制得宜、遊戲玩法與機制需要更多變化、選用議題擴散以外的CTA等。 Newsgames are efficient ways of communication in the new technological era. Newsgames, as one of the branches of serious games, drive people to use their knowledge of the world to solve the problems in the game, i.e., the news itself (Frasca, 2001). This study extends Peng’s study in 2010 on the prosocial behavior in newsgames (Peng, Lee, & Heeter, 2010), investigating the relationship between enjoyment and prosocial behaviors after playing newsgames. Considering the text-dependent nature of news games, this study further investigates the effect of emotion as a mediating variable on prosocial behavior intentions. In this study, outcome of playing newsgames was used as the independent variable and four indicators of willingness to help were used as dependent variables, including (a) sharing news, (b) discussing news with friends and relatives, (c) participating in related sign-ups, and (d) willingness to donate. The mediating variables were emotion and enjoyment, and two different games each representing a game atmosphere were used as the moderating variables to observe the significance and degree of influence of the mediated moderating model on each relationship. Through 189 valid questionnaires, it was found that game outcome and emotion were positively related to enjoyment, and the two mediating variables were also positively related to prosocial behavior. Although enjoyment was strongly associated with game outcome, it did not fully mediate the relationship between game outcome and prosocial behavior; on the contrary, the interaction between emotion and game atmosphere could mediate the relationship between game outcome and prosocial behavior. This study repeatedly verified the strong association between enjoyment and prosocial behavior, and emphasized the role of emotion in this model based on the characteristics of news. It also provides suggestions for news game designers, such as the need to control emotional fluctuations, the need for more variation in game play and mechanism, and the use of CTAs beyond issue diffusion. |
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Description: | 碩士 國立政治大學 數位內容碩士學位學程 108462009 |
Source URI: | http://thesis.lib.nccu.edu.tw/record/#G0108462009 |
Data Type: | thesis |
DOI: | 10.6814/NCCU202201680 |
Appears in Collections: | [數位內容碩士學位學程] 學位論文
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